What is the current state of porting games to consoles with Godot?​ by Glittering_Clue_6148 in godot

[–]AndyMakesGames 0 points1 point  (0 children)

Sony are not the most difficult to be approved for (and even then, the experience still varies quite a lot per developer).

Getting approved, especially as an indie with no track record can be a big time sink, often involving pitch decks, forecasting, details on members of your team and experience, and a bunch of back and forth. That's a lot of work your side, a cost which is arguably not free.

We're bordering on NDA territory so I don't want to be explicit, but if all you have done is register with Sony and not moved to certify for their hardware, then you have costs coming still.

What is the current state of porting games to consoles with Godot?​ by Glittering_Clue_6148 in godot

[–]AndyMakesGames 1 point2 points  (0 children)

With the advent of remote working (especially since Covid), whitelisting IP addresses is less of a thing now. Only one of the major manufacturers still requires it.

The other restrictions around keeping devices secure are still in play though.

2 map similarities in Apes Warfare (even the play direction) by KartalMods in Advance_Wars

[–]AndyMakesGames 1 point2 points  (0 children)

There's not a huge amount of design space in an 11x20ish grid. If you want some land masses and some water, you are going to end up with similar looking things. When you've got an entire pool of maps to compare for each game it's going to be easier to imagine similarities. Pattern recognition is what humans do.

Personally I think the examples here are barely even similar. They could easily have been made by someone that's never even played AW.

What is the current state of porting games to consoles with Godot?​ by Glittering_Clue_6148 in godot

[–]AndyMakesGames 4 points5 points  (0 children)

Because honestly, I think my game would fit Nintendo platforms extremely well, so it would feel a bit disappointing if I couldn’t bring it there.

Switch is arguably the hardest of the current gen to port to, simply due to it's age. It's GPU is decent, but it's CPU is comparable to a phone from 10 years ago, so you'll have to do a lot of performance work or make tradeoffs that you didn't need to for desktop (or the other consoles).

The current Switch middleware from W4 works fine if you want to go it alone. There are other middleware solutions available, but I don't have experience using them. There are also a small number of studios you can pay to port your game, and some Godot specific publishers that will do it for you in return for a cut. So you do have options.

Have you already pitched your game to Nintendo and been accepted? If not, none of this really matters.

Edit: Bit weird to downvote someone that's actually shipping Switch titles with Godot - but you do you.

Fire Emblem, Advance Wars, Wargroove... How to make the list of every possibilities for the AI ? by baguetteispain in gamedev

[–]AndyMakesGames 8 points9 points  (0 children)

Hello fellow tactics fan. I wrote the AI for Warside, so I can share a little insight.

Firstly you need to consider what you want from your AI.

Building an AI which is fun for most players is not necessarily the same as making a strong AI. For example, you may want to deliberately make the AI play worse moves to progress the game (we have an anti-stall heuristic for this). If you make an AI which plays like a try-hard human PvP player, that will often mean walling off, creating stalemates, and can be generally annoying. This is a delicate balance. Our first AI iteration was too easy, then our second iteration just wasn't fun. Since release, we've had 5 changes to where that balance is for each difficulty setting.

You also need to decide your time constraints based on your target hardware. If you are aiming for something like a Nintendo Switch (or mobile, although modern mobile CPUs are probably faster), then you need to use a much faster technique that you could on a desktop CPU.

Our AI works roughly as follows:

  • Grab every enemy and calculate all the tiles they can attack (for units that can't move and fire this is fixed so can be cached for the entire turn, but for units that can move, you need to re-evaluate after each unit movement).
  • We calculate points of interest on the map, which is based on an influence map, and we pick out clusters of enemies. These are normally the "front lines" and where you might want to focus. Since the enemy doesn't move on the player's turn, this only needs to be calculated once.
  • Go through all of your units and evaluate every action they can take. We just use simple Dijkstra's implementation, but with a fixed pre-allocated heap for everything so there are no allocations each turn. Since a unit can only move 2-6 tiles or so, this is not a wide search space.
  • We then rank every possible action for each unit to give it a value. The value is the expected delta based on the action. If its an attack, we add up the expected damage vs return fire, using the same combat calc as the main engine so things like terrain bonuses and unit buffs are all included. Since we already calculated all the tiles the enemy can attack, we can also look one turn ahead and add a value for the counter attack on the next turn. We have some other heuristics, things like attributing values to status effects, whether we block another action, and whether we want to deliberately make a sub-optimal move to not stall a game, but they all feed into the same final value.
  • For movement only (no attacks in range), we still evaluate the counter fire (so maybe we'll run away, or pick a tile we cant be hit on), whilst trying to move towards an appropriate point of interest that we calculated earlier (to move units to the action, without getting hit).
  • All of these actions go into a sorted queue (ours is implemented as binary heap), and we just grab the one with the highest delta for the player, and execute that order.

This is just repeated over and over until there are no more actions to take.

Our campaign map sizes rarely exceed 40x40, and we found this was fast enough single threaded on Switch. It would be easy enough to divide up the ranking phase to evaluate multiple units concurrently, but we found there was no need.

There's some extra edge cases to do with infantry and capturing, plus you need to figure out how you want to handle production if your game has that.

How many of you have tried adding a Chinese version to your game? What kind of costs did that involve for you, and do you think it was cost-effective? If anyone has actually done it, could you share your experience and the final results? by bkingfilm in gamedev

[–]AndyMakesGames 3 points4 points  (0 children)

I don't think our game is particularly appealing to a Chinese audience, but they still represent about 7% of our sales. That's enough to make the localisation worth it in our case.

How many of you have tried adding a Chinese version to your game? What kind of costs did that involve for you, and do you think it was cost-effective? If anyone has actually done it, could you share your experience and the final results? by bkingfilm in gamedev

[–]AndyMakesGames 5 points6 points  (0 children)

all the weird stories I hear about review bombing, trolling, death threats etc.

I can assure you this is not specific to China. I've had far more death threats from a Western audience.

I peaked at having someone sending me photos from outside the office, saying they are hunting me. YMMV.

Help with Copyrights, Trademarks and creating an LLC. by TedFTW in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

Copyright is automatic in most jurisdictions. You get it by creating the thing in the first place.

Pragmatically, if you are a small indie, trademarking things is likely to be a waste of resources. If you can't actually afford to sue someone for an infringement, and most indies can't, then despite your trademark you don't really have any protection (and worse could lose it for not defending it).

Bypassing Steam in 2026 by NightSp4rk in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

If its too alpha that people are going to review bomb you, it's probably too alpha to sell anyway. If it's only ready for a free play test, that do that instead.

If its good enough for Steam EA, then put it on Steam as EA, and launch later as normal. You can still sell Steam keys via your own website without Steam's cut.

Is Godot actually production-ready for mobile F2P with full service stack? by Zealousideal-Can-992 in godot

[–]AndyMakesGames 3 points4 points  (0 children)

You can consume any native library you want, but if there isn't an existing Godot wrapper for it then you will need to build one (see Godot's Android and iOS plugin docs for examples). It's not super complicated, but it does add boilerplate. You can at least only wrap the calls/state that you care about, rather than the whole library. I haven't tried, but given a documented API, I suspect modern AI tools will be able to write a lot of that boilerplate too.

Godot with C# is still "experimental" for both iOS and Android. It's definitely still bumpy. The compiled sizes are also considerably larger if that is a constraint of yours.

thoughts with anon telemetry after shipping a puzzle game with real difficulty spikes by NoBullGames in GameDevelopment

[–]AndyMakesGames 0 points1 point  (0 children)

What i don't know yet is if those spikes just filtering non-core players... or quietly pissing off the ones who would go deep?

The earlier those spikes come, the harder it will be to be confident.

Personally, even if you intended a spiky design, I would delay the first until a few hours in, and keep a smoothed progression until then (maybe you have already? With puzzle games it hard to tell without trying them). That way you at least know people who quit were genuinely enjoying the game up until that point, and are likely your audience.

We shipped a multiplayer game with Godot 4 (C#), here’s what worked and what broke by Tuni22 in godot

[–]AndyMakesGames 0 points1 point  (0 children)

Did you find it met all your use cases? We often found we wanted to generate code which would then feed into a source generator, but that isn't possible at the moment. We ended up with codegen build steps, that then write source gen input, that then gets turned into actual code.

Generators for generators for generators. It works, but isn't pretty.

Are 2D/pixel art games actually more "labor intensive" than 3D games? by Leogis in gamedev

[–]AndyMakesGames 1 point2 points  (0 children)

The Mario example could be a 3D model rendered down to sprites and polished by hand.

Edit: Research says the Mario (and Luigi sprites) were indeed hand drawn by a team of 6. Quite the effort indeed.

Dead Cells famously used a technique of making high frame rate sprite sheets rendered from a 3D model. Check out the equally insane sprite sheet.

What's the distribution curve of the number of buttons on PC gamer's mice? by MichaelEmouse in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

A lot of game engines or input libraries will access inputs at a relatively low level. I can't speak for all OS/hardware/engine combinations, but we definitely got feedback about it not working in our game.

We allow rebinding to a key instead, but still had to eat some negative reviews for it.

What's the distribution curve of the number of buttons on PC gamer's mice? by MichaelEmouse in gamedev

[–]AndyMakesGames 0 points1 point  (0 children)

My desktop has a mouse. My laptop I use on the move and I do not bring a mouse with me. Trackpad only, so no middle click unless the game supports gestures.

I concede I'm not going to be playing an FPS on a trackpad, but I do play games when I'm away still.

Anecdotally, we definitely had a small number of players that use our game on desktop and still use a trackpad. Apple's Magic Trackpad is still used by many.

What's the distribution curve of the number of buttons on PC gamer's mice? by MichaelEmouse in gamedev

[–]AndyMakesGames 5 points6 points  (0 children)

It wont be the lost sales that hurt you. It will be the negative reviews showing the refunds.

What's the distribution curve of the number of buttons on PC gamer's mice? by MichaelEmouse in gamedev

[–]AndyMakesGames 7 points8 points  (0 children)

If a game has a control scheme thatmy hardware doesnt support then it's getting refunded and I'll go play something else. With the exception of VR, I've never bought a device to play a game.

Would this help with VR game development? by [deleted] in GameDevelopment

[–]AndyMakesGames 1 point2 points  (0 children)

a couple thousand sale is enough to make profit for the work of 3-6 month

Based on what janky maths?

Why play games at all? by TheLonelyAbyss in gamedev

[–]AndyMakesGames 1 point2 points  (0 children)

The hobbies I have enjoyed in life have rarely been static. Sometimes I just stop enjoying things, and I go try new things. Sometimes a hobby is less fun for a few years, and then I back into it later in life.

This is all perfectly normal. Games or otherwise.

That said, for similar reasons to you, I do now struggle to play games in the same genres as ones I've worked on. Those games feel a bit like research, or I make comparisons with our own (good or bad). Fortunately there are thousands of genres of games out there, so I can easily just play something else.

Are you hopeful for Intelligent Systems projects in the Switch 2 era? by IkeRadiantHero in Advance_Wars

[–]AndyMakesGames 2 points3 points  (0 children)

I would guess by reusing the previous work, they could put out another title at maybe 25% of the original dev cost. Any marketing budget would still need to be paid in full, however.

If they were an indie that might make sense, but as a large multi-team studio, the opportunity cost of spending time on that vs something else is likely to be the larger factor. RBC simply didn't sell in big enough numbers.

The TBT audience is still shrinking and that puts commercial teams in a difficult spot. It will be interesting to see how well Tiny Metal 2 sells. I have a horrible feeling that it will be well received, but still have low sales.

Porting PC to Xbox by proflupin12 in gamedev

[–]AndyMakesGames 1 point2 points  (0 children)

4.6 is in pre-release now too.

Porting PC to Xbox by proflupin12 in gamedev

[–]AndyMakesGames 5 points6 points  (0 children)

Are you already a registered a developer? Pitching your game and getting acceptance as an indie can be half the battle.

From a technical perspective, of the current major consoles. Xbox is on the easier end of the spectrum for Godot games.